HEXATECH
Official Rulebook • Alpha v1.12 • Updated 10/24/2025
1 Overview

Players battle using six-sided tiles (HEXs), racing to become the first to complete a pattern made of 7 HEXs called a HEXATECH.

HEXATECH Pattern
HEXATECH Pattern Diagram: 6 HEXs surrounding 1 central HEX
WINNING THE GAME: The first player to complete their HEXATECH immediately wins.

HEXs may be placed in ANY ORDER, so long as they preserve the POSSIBILITY of forming a valid HEXATECH in the future and are properly linked to at least one other HEX.

Additionally, on your turn, your entire board may be shifted within the confines of the HEXATECH pattern above, so long as no individual HEXs are removed, replaced, or reconfigured. (See "HOW TO PLAY" below.)

2 HEXs

In HEXATECH, card tiles are called HEXs and consist of the following:

Diagram of a HEX

Anatomy of a HEX
3 Game Layout
Play Area

DECK: Before the game starts, players shuffle their decks and place them to the right.

HAND: A player's hand may be held or placed facedown in front of them.

BOARD: The surface area directly in front of a player, where they will build their HEXATECH.

NOTE: The BOARD is not shared by players. Each player builds on their own BOARD.
4 Links & Matches

HEXs connect to other HEXs by matching COLOR FACTION LINKs.

HOW TO MATCH

Whenever two HEXs share at least one FACTION ICON along their connecting edges, they can be joined together on a player's board. The HEXs do not need to be of the same BASE FACTION in order to be joined.


Example: Two HEXs joined together by blue FLUID FLUID Icon link.

This does not trigger any faction ability (see below).

Base Match

Whenever two HEXs of the same BASE COLOR FACTION are joined together (no matter the link), a Base Match has been made. This triggers the faction ability corresponding to the shared base identity of both HEXs.


Example: Two HEXs of the same BASE FACTION—FLUID FLUID Icon , joined together by SPIRIT  SPIRIT Icon link.

This triggers the FLUID  FLUID Icon Faction Ability.
The SPIRIT  SPIRIT Icon Faction Ability is NOT triggered, as one link is dual. (See below.)

LinK Match

Whenever two HEXs of ANY base faction are linked together by the same single, non-dual faction link, a Link Match has been made. This triggers the faction ability corresponding to the shared identity of the non-dual link.


Example: Two HEXs of different BASE FACTIONs, joined together by a non-dual SPIRIT  SPIRIT Icon link.

This triggers the SPIRIT  SPIRIT Icon Faction Ability.
No base color faction ability is triggered, as the HEXs do not belong to the same base faction.
NOTE: When you place a HEX, you may trigger up to (2) total faction abilities—one from any BASE MATCH and one from any LINK MATCH that you have made. Players resolve multiple triggered abilities in any order desired.

EXAMPLES:

No Abilities Triggered — No Base or Link Match Made

No Match
These HEXs are of different Base Factions and are not connected by a single, non-dual link. So, these HEXs can be joined together on the board but trigger no abilities.
1 Ability Triggered — Base Match Made

Base Match
These HEXs are not connected by a single, non-dual link, but are of the same Base Faction, triggering an ability through Base Match.
1 Ability Triggered — Link Match Made

Link Match
These HEXs are of different Base Factions but are connected by a single, non-dual link, triggering an ability through Link Match.
2 Abilities Triggered — Base and Link Match Made

Base and Link Match
These HEXs are of the same Base Faction and are connected by a single, non-dual link, triggering a total of two abilities: one by Base Match and one by Link Match.
5 COLOR Factions

There are 7 COLOR FACTIONS in HEXATECH. These are their names and corresponding abilities:

BLOOD (Red) Faction BLOOD (Red)
The BLOOD faction is fueled by violence, instinct, and passion. Its kreatures and warriors believe in the purity of decisive action and the brutal poetry of battle.
Faction Ability: Enrage
  • You may immediately attack with any HEX on your board.
NOTE: HEXs may only attack ONCE per turn, whether by player action or faction ability.
FLESH (Orange) Faction FLESH (Orange)
FLESH teaches that life is a temporary arrangement—soft, fleeting, and fragile. To wield FLESH is to remind others that endings are non-optional.
Faction Ability: Mortality
  • You may have your opponent fan out their hand. Choose one HEX at random; it is placed at the bottom of their deck.
NOTE: If your opponent's hand is empty, this ability has no effect.
BONE (Yellow) Faction BONE (Yellow)
BONE remembers. Its strength is heritage, its stance unyielding. Where others break, BONE endures through will and remembrance.
Faction Ability: Shield
  • You may give any HEX on your board a SHIELD.
NOTE: To give a SHIELD, place a simple marker or token on a HEX. When attacked, or targeted by a removal ability, remove only the SHIELD token from the HEX, instead of removing the HEX itself from the board.

An attack does NOT have to be "successful" in order to remove a SHIELD. An attack always removes a SHIELD, no matter the Attack and Defense ratings of the two HEXs involved.

A HEX may have no more than (1) SHIELD at any given time.
ROOT (Green) Faction ROOT (Green)
ROOT is life uncontained. Its power lies in growth, multiplicity, and the endless hunger to spread. To play ROOT is to overwhelm rather than overpower.
Faction Ability: Swarm
  • You may place a HEX from your hand onto your BOARD.
NOTE: The additional HEX must be properly linked and does not trigger any faction abilities when placed.
FLUID (Blue) Faction FLUID (Blue)
FLUID is elusive, agile, and dangerous. It erodes resistance not with strength but with inevitability. Nothing stays. Nothing sticks.
Faction Ability: Flush
  • You may remove a HEX from your BOARD or your opponent's BOARD. The HEX returns to that player's hand. It may not be replayed in the same turn.
SPIRIT (Purple) Faction SPIRIT (Purple)
SPIRIT touches what lies beyond time. To walk with SPIRIT is to know things before they happen and remember what once was.
Faction Ability: Raise
  • You may draw one HEX from the top of your deck.
ADEPT (White) Faction ADEPT (White)
ADEPTs are wild, shifting allegiances and honoring a code no greater than their momentary whims.
Faction Ability: Wild
  • When PLACING a WHITE HEX, ignore all link colors. When linking TO a WHITE HEX, respect link colors as usual.
  • A WHITE HEX may NEVER be linked to another WHITE HEX on your board.
6 How to Play

At the Start of the Game:

On Your Turn:

FREE SHIFT: You may freely shift your HEXs on the board at any time during your turn, treating the entire formation as a single unit. No HEXs may be removed, placed outside the pattern, or repositioned in any way that would break valid linkage or HEXATECH configuration when performing a free shift. This does not cost a player action and can be performed as many times as desired.

           
Example: Two HEXs are moved by Free Shift from the top-left to the bottom-right corner.

Choose TWO of the following actions (you may repeat the same action twice):

TURN SUMMARY

Choose 2 actions:

  • Draw 1 HEX
  • Place 1 HEX
  • Remove 1 HEX
  • Attack with 1 HEX

Optional: Free Shift may be performed at any time and does not count as an action.

7 Deck building

A valid HEXATECH deck contains exactly 14 uniquely named HEXs.

Deck building Tips

8 MISC.

ORPHANED HEXs — HEXs become "orphaned" when an attack or ability removes the HEX connecting them. Orphaned HEXs remain on the player's board. However, they cannot be shifted independently—if shifted, they must still move as a single unit with all other HEXs currently on the player's board.

HAND SIZE LIMIT — There is no hand size limit in HEXATECH. If a player's deck is empty, they simply can no longer draw. All other rules apply as written.